#!

# This is statement is required by the build system to query build info
if __name__ == '__build__':
    raise Exception

__version__ = '$Revision: 1.1.1.1 $'.split()[1]
__date__ = ' '.join('$Date: 2007/02/15 19:25:21 $'.split()[1:3])
__author__ = 'Tarn Weisner Burton <twburton@users.sourceforge.net>'

#
# Ported to PyOpenGL 2.0 by Tarn Weisner Burton 10May2001
#
# This code was created by Richard Campbell '99 (ported to Python/PyOpenGL by John Ferguson 2000)
#
# The port was based on the lesson5 tutorial module by Tony Colston (tonetheman@hotmail.com).
#
# If you've found this code useful, please let me know (email John Ferguson at hakuin@voicenet.com).
#
# See original source and C based tutorial at http:#nehe.gamedev.net
#
# Note:
# -----
# Now, I assume you've read the prior tutorial notes and know the deal here.  The one major, new requirement
# is to have a working version of PIL (Python Image Library) on your machine.
#
# General Users:
# --------------
# I think to use textures at all you need Nunmeric Python, I tried without it and BAM Python didn't "like" the texture API.
#
# Win32 Users:
# ------------
# Well, here's the install I used to get it working:
# [1] py152.exe - include the TCL install!
# [2] PyOpenGL.EXE - probably the latest, the Vaults notes should give you a clue.
# [3] Distutils-0.9.win32.exe for step #4
# [4] Numerical-15.3.tgz - run the setup.py (need VC++ on your machine, otherwise, have fun with #3, it looks fixable to use gCC).
#
# Win98 users (yes Win98, I have Mandrake on the other partition okay?), you need to the Tcl bin directory in your PATH, not PYTHONPATH,
# just the DOS PATH.
#
# BTW, since this is Python make sure you use tabs or spaces to indent, I had numerous problems since I
# was using editors that were not sensitive to Python.
#
import sys

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
from PIL.Image import *


# Some api in the chain is translating the keystrokes to this octal string
# so instead of saying: ESCAPE = 27, we use the following.
ESCAPE = b'\033'

# Number of the glut window.
window = 0

# Rotations for cube.
xrot = yrot = zrot = 0.0

texture = 0


def LoadTextures():
    # global texture
    image = open("NeHe.bmp")

    ix = image.size[0]
    iy = image.size[1]
    image = image.tostring("raw", "RGBX", 0, -1)

    # Create Texture
    glBindTexture(GL_TEXTURE_2D, glGenTextures(1))  # 2d texture (x and y size)

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
    glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)


# A general OpenGL initialization function.  Sets all of the initial parameters.
def InitGL(Width, Height):  # We call this right after our OpenGL window is created.
    LoadTextures()
    glEnable(GL_TEXTURE_2D)
    glClearColor(0.0, 0.0, 0.0, 0.0)  # This Will Clear The Background Color To Black
    glClearDepth(1.0)  # Enables Clearing Of The Depth Buffer
    glDepthFunc(GL_LESS)  # The Type Of Depth Test To Do
    glEnable(GL_DEPTH_TEST)  # Enables Depth Testing
    glShadeModel(GL_SMOOTH)  # Enables Smooth Color Shading

    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()  # Reset The Projection Matrix
    # Calculate The Aspect Ratio Of The Window
    gluPerspective(45.0, float(Width) / float(Height), 0.1, 100.0)

    glMatrixMode(GL_MODELVIEW)


# The function called when our window is resized (which shouldn't happen if you enable fullscreen, below)
def ReSizeGLScene(Width, Height):
    if Height == 0:  # Prevent A Divide By Zero If The Window Is Too Small
        Height = 1

    glViewport(0, 0, Width, Height)  # Reset The Current Viewport And Perspective Transformation
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluPerspective(45.0, float(Width) / float(Height), 0.1, 100.0)
    glMatrixMode(GL_MODELVIEW)


# The main drawing function.
def DrawGLScene():
    global xrot, yrot, zrot, texture

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)  # Clear The Screen And The Depth Buffer
    glLoadIdentity()  # Reset The View
    glTranslatef(0.0, 0.0, -5.0)  # Move Into The Screen

    glRotatef(xrot, 1.0, 0.0, 0.0)  # Rotate The Cube On It's X Axis
    glRotatef(yrot, 0.0, 1.0, 0.0)  # Rotate The Cube On It's Y Axis
    glRotatef(zrot, 0.0, 0.0, 1.0)  # Rotate The Cube On It's Z Axis

    # Note there does not seem to be support for this call.
    # glBindTexture(GL_TEXTURE_2D,texture)	# Rotate The Pyramid On It's Y Axis

    glBegin(GL_QUADS)  # Start Drawing The Cube

    # Front Face (note that the texture's corners have to match the quad's corners)
    glTexCoord2f(0.0, 0.0)
    glVertex3f(-1.0, -1.0, 1.0)  # Bottom Left Of The Texture and Quad
    glTexCoord2f(1.0, 0.0)
    glVertex3f(1.0, -1.0, 1.0)  # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0)
    glVertex3f(1.0, 1.0, 1.0)  # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0)
    glVertex3f(-1.0, 1.0, 1.0)  # Top Left Of The Texture and Quad

    # Back Face
    glTexCoord2f(1.0, 0.0)
    glVertex3f(-1.0, -1.0, -1.0)  # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0)
    glVertex3f(-1.0, 1.0, -1.0)  # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0)
    glVertex3f(1.0, 1.0, -1.0)  # Top Left Of The Texture and Quad
    glTexCoord2f(0.0, 0.0)
    glVertex3f(1.0, -1.0, -1.0)  # Bottom Left Of The Texture and Quad

    # Top Face
    glTexCoord2f(0.0, 1.0)
    glVertex3f(-1.0, 1.0, -1.0)  # Top Left Of The Texture and Quad
    glTexCoord2f(0.0, 0.0)
    glVertex3f(-1.0, 1.0, 1.0)  # Bottom Left Of The Texture and Quad
    glTexCoord2f(1.0, 0.0)
    glVertex3f(1.0, 1.0, 1.0)  # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0)
    glVertex3f(1.0, 1.0, -1.0)  # Top Right Of The Texture and Quad

    # Bottom Face
    glTexCoord2f(1.0, 1.0)
    glVertex3f(-1.0, -1.0, -1.0)  # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0)
    glVertex3f(1.0, -1.0, -1.0)  # Top Left Of The Texture and Quad
    glTexCoord2f(0.0, 0.0)
    glVertex3f(1.0, -1.0, 1.0)  # Bottom Left Of The Texture and Quad
    glTexCoord2f(1.0, 0.0)
    glVertex3f(-1.0, -1.0, 1.0)  # Bottom Right Of The Texture and Quad

    # Right face
    glTexCoord2f(1.0, 0.0)
    glVertex3f(1.0, -1.0, -1.0)  # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0)
    glVertex3f(1.0, 1.0, -1.0)  # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0)
    glVertex3f(1.0, 1.0, 1.0)  # Top Left Of The Texture and Quad
    glTexCoord2f(0.0, 0.0)
    glVertex3f(1.0, -1.0, 1.0)  # Bottom Left Of The Texture and Quad

    # Left Face
    glTexCoord2f(0.0, 0.0)
    glVertex3f(-1.0, -1.0, -1.0)  # Bottom Left Of The Texture and Quad
    glTexCoord2f(1.0, 0.0)
    glVertex3f(-1.0, -1.0, 1.0)  # Bottom Right Of The Texture and Quad
    glTexCoord2f(1.0, 1.0)
    glVertex3f(-1.0, 1.0, 1.0)  # Top Right Of The Texture and Quad
    glTexCoord2f(0.0, 1.0)
    glVertex3f(-1.0, 1.0, -1.0)  # Top Left Of The Texture and Quad

    glEnd()  # Done Drawing The Cube

    xrot = xrot + 0.2  # X rotation
    yrot = yrot + 0.2  # Y rotation
    zrot = zrot + 0.2  # Z rotation

    #  since this is double buffered, swap the buffers to display what just got drawn.
    glutSwapBuffers()


# The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)
def keyPressed(*args):
    # If escape is pressed, kill everything.
    if args[0] == ESCAPE:
        sys.exit()


def main():
    global window
    glutInit(sys.argv)

    # Select type of Display mode:
    # Double buffer
    #  RGBA color
    # Alpha components supported
    # Depth buffer
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)

    # get a 640 x 480 window
    glutInitWindowSize(640, 480)

    # the window starts at the upper left corner of the screen
    glutInitWindowPosition(0, 0)

    # Okay, like the C version we retain the window id to use when closing, but for those of you new
    # to Python (like myself), remember this assignment would make the variable local and not global
    # if it weren't for the global declaration at the start of main.
    window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99")

    # Register the drawing function with glut, BUT in Python land, at least using PyOpenGL, we need to
    # set the function pointer and invoke a function to actually register the callback, otherwise it
    # would be very much like the C version of the code.
    glutDisplayFunc(DrawGLScene)

    # Uncomment this line to get full screen.
    # glutFullScreen()

    # When we are doing nothing, redraw the scene.
    glutIdleFunc(DrawGLScene)

    # Register the function called when our window is resized.
    glutReshapeFunc(ReSizeGLScene)

    # Register the function called when the keyboard is pressed.
    glutKeyboardFunc(keyPressed)

    # Initialize our window.
    InitGL(640, 480)

    # Start Event Processing Engine
    glutMainLoop()

# Print message to console, and kick off the main to get it rolling.
print("Hit ESC key to quit.")
main()

